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Euchre

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What Is Euchre?

Euchre is a trick-taking card game for four players in two partnerships, played with a 24-card deck. Each hand, one team chooses trump and must win at least three of the five tricks, and the first team to 10 points wins. You can play euchre online free right here, with a computer partner against two computer opponents.

Once trump is chosen, two Jacks, the right and left bowers, become the top two trumps. The players who chose trump are the makers, and if they take fewer than three tricks they are euchred and the other side scores 2. The euchre glossary defines every term on this page.

In our game you sit South with your partner North across the table. You deal the first hand, the deal passes to the left after every hand, and the end of each hand shows both teams' tricks and the running score.

Euchre Rules at a Glance

Players4, in two partnerships; partners sit opposite
Deck24 cards: 9, 10, Jack, Queen, King, and Ace of each suit
Deal5 cards each; the other 4 form the kitty
Trump cards7: right bower, left bower, Ace, King, Queen, 10, 9
Tricks per hand5; the makers need 3
Winning score10 points
Highest cardThe right bower, the Jack of trumps

How to Play Euchre

The euchre rules fit in seven steps, and then the deal passes one seat to the left until a team reaches 10 points.

  1. Deal five cards each. The dealer gives every player five cards, starting on the left. Most tables deal packets of three and two; our game deals one card at a time. The last four cards form the kitty.
  2. Turn up the top card of the kitty. This up-card proposes a suit for trump.
  3. Order it up or pass. Starting on the dealer's left, each player either accepts the up-card's suit as trump or passes. If anyone accepts, the dealer picks up the up-card and discards one card face down.
  4. Name another suit in round two. If all four pass, the up-card is turned down and its suit is out. Each player in turn may name one of the other three suits. Our game always sticks the dealer, who cannot pass; many tables throw the hand in and redeal instead.
  5. Go alone, if you choose. The player who makes trump may declare a loner when making it. Their partner lays their cards face down and sits out the hand.
  6. Play five tricks. The player on the dealer's left leads. Follow suit if you can; if you cannot, play any card, including a trump. The highest trump wins the trick, or the highest card of the suit led if nobody trumps, and the winner leads next.
  7. Score the hand. The makers score 1 point for three or four tricks, 2 for all five, and 4 for all five alone. If they take two or fewer, they are euchred and the defenders score 2. The first team to 10 points wins.
Card back
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5 cards
West
Card back
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5 cards
North (partner)
Card back
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5 cards
East
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King of Hearts
3 face down + up-card
Kitty
10 of Spades
Ace of Clubs
9 of Clubs
Ace of Hearts
Jack of Diamonds
You (dealer)
A euchre deal, with you as dealer
Each player gets five cards. The four left over form the kitty, and its top card, the King of hearts, is turned up. 5 + 5 + 5 + 5 + 4 = 24.

In the deal above you are the dealer, as you always are in the first hand of our game. West, North, and East pass, and you pick up the King of hearts and discard the 10 of spades, leaving yourself with no spades at all. The game will not let anyone play a card that breaks the follow-suit rule, so a renege, which usually costs 2 points at a card table, never happens here. The full euchre rules play this exact hand out trick by trick and cover misdeals, reneges, and the house rules many groups add.

Euchre Card Rankings: Right and Left Bower

The right bower, the Jack of the trump suit, is the highest card in euchre. The left bower, the other Jack of the same color, ranks second and counts as a trump for the whole hand. Below them come the Ace, King, Queen, 10, and 9 of trumps, so the trump suit holds seven cards.

Jack of HeartsJack of DiamondsAce of HeartsKing of HeartsQueen of Hearts10 of Hearts9 of Hearts
Hearts as trump, from highest to lowest
The Jack of diamonds leaves its own suit and becomes the second-highest heart.

The other three suits rank Ace, King, Queen, Jack, 10, 9, except that the suit of the same color as trump has lost its Jack.

With hearts as trump: 7 + 5 + 6 + 6 = 24 cards.
Suit (hearts trump)CardsHighest to lowest
Hearts (trump)7Jack of hearts, Jack of diamonds, Ace, King, Queen, 10, 9
Diamonds (same color)5Ace, King, Queen, 10, 9
Clubs6Ace, King, Queen, Jack, 10, 9
Spades6Ace, King, Queen, Jack, 10, 9
Ace of DiamondsJack of Diamonds
The Jack of diamonds follows hearts
With hearts as trump, if the Ace of diamonds is led and you hold the 9, Queen, and Jack of diamonds, you must play the 9 or the Queen: the Jack belongs to hearts now. If a heart is led and the Jack of diamonds is your only trump, you must play it.

Nothing beats the right bower, so holding it is worth a trick in every hand you play. Both bowers together are worth two, since only the right bower outranks the left.

Euchre Scoring

The makers need three of the five tricks to score, and a fourth trick adds nothing; only a march, all five tricks, raises the score. The defenders score only by euchring the makers.

Euchre scoring table
ResultPoints
Makers take 3 or 4 tricks1
Makers take all 5 (a march)2
A loner takes 3 or 4 tricks1
A loner takes all 54
Makers take 2 or fewer (euchred)2 to the defenders

The first team to 10 points wins, and the game ends with the hand that gets a team there, so a loner march from 7 finishes on 11. Tables in Britain, Wisconsin, Australia, and New Zealand often play to 11 instead.

Jack of DiamondsAce of HeartsKing of HeartsAce of Clubs9 of Clubs
Three trumps and an off-suit Ace: 4 tricks, 1 point
Your hand from the deal above after picking up the King of hearts. Your team took four tricks, and West's right bower stopped the march.

At a card table each team keeps score with two spare low cards: a 6 and a 4 in Ohio and Indiana, two 5s in Michigan and Canada. One card lies face up, the other covers part of it, and sliding the top card uncovers one more pip for each point. The rules page shows how to keep score with two cards. Our game keeps the score on screen.

Going Alone in Euchre

The player who makes trump can go alone, with their partner's cards face down for the hand, and a loner who takes all five tricks scores 4 points instead of 2.

Jack of HeartsJack of DiamondsAce of HeartsQueen of HeartsAce of Spades
A loner that marched for 4 points
As dealer you picked up the Queen of hearts and went alone with both bowers, the Ace and Queen of trumps, and the Ace of spades. Every trick fell to you.

Go alone when you hold three sure tricks and a real chance at the other two: the point is already safe, and a march pays 4 instead of 2. Stay with your partner on 8 or 9, where a march or any single point already wins.

In our game you are the only player who can call a loner: press Alone when you order up or name trump. The computer players never go alone, so you never have to defend against one. The player on the dealer's left leads the first trick; if that player is the loner's partner, the next player leads, as some printed rulebooks have it. Many tables give the opening lead to the player on the loner's left instead. Defending alone for 4 points, and the Canadian loner rule that makes a dealer's partner who orders up play alone, are house rules our game does not use.

Euchre Strategy

Count on about two tricks from your own hand and one from your partner before you make trump. It is only an average: five tricks shared by four players come to 1.25 each, and on some hands your partner brings none.

King of SpadesAce of Spades9 of Clubs
Do not trump your partner's winning Ace
In the deal above, West leads the King of spades, your partner takes it with the Ace, and East follows. You play last with no spades: throw the 9 of clubs and save your trumps.

The euchre strategy guide covers ordering up seat by seat, the dealer's discard, defense, and the mistakes to avoid.

Euchre Variations: Two, Three, and Six Players

Our game deals standard four-player euchre, the form the classic rule books call the most popular, but euchre has well-known forms for other tables:

The variants page gives full two-handed euchre rules and three-handed euchre rules. Spades and Bid Whist are also four-player partnership games with a bidding round, and both play here with a computer partner.

Where Euchre Originated

Card historians trace euchre to Jucker, a game from Alsace and the Palatinate on the French-German border, carried to America by German immigrants; even the word bower comes from Bauer, the German name for the Jack. The earliest known American mention, spelled "eucre", appears in 1810 in a gaming-house scene in The Savage, a book published in Philadelphia, and the actor Joe Cowell recalled learning "uker" on a Mississippi steamboat in 1829.

In 1864 The American Hoyle called euchre the favorite American game. Euchre also gave the pack its Joker: an extra top trump sold as the Best Bower or Imperial Bower, first described in printed rules in 1868. Bridge overtook euchre around 1900, yet it is still played across the American Midwest and Ontario, and in Britain it survives in Cornwall and on Guernsey. The history of euchre covers progressive euchre parties and a New York charity tournament of 1898 billed for 2,000 players.

Frequently Asked Questions

What is the best card to lead in Euchre?

It depends on who made trump. If you made it and hold the right bower, lead it to pull the opponents' trumps. If your partner made it, lead a trump, even a low one, so your Aces are not trumped later. If the opponents made it, lead a lone off-suit Ace, and never the suit the dealer turned down.

What not to do in Euchre?

Do not trump your partner's winning Ace, and do not lead the suit the dealer just turned down, since the dealer probably holds none of it. As dealer, do not turn down a bower unless you can stop every other suit. When you trump, trump high enough that the next player cannot over-trump you.

How many points if you win all 5 tricks in Euchre?

Two points, if your team made trump and played with both partners. That is called a march. If the maker went alone and took all five tricks, the team scores 4 points instead. Defenders who take all five score 2 in our game, the same as any euchre; some tables pay 4 for it.

What is milking the cow in Euchre?

Milking the cow is a celebration at the table. When a team reaches 9 points, one point from winning, it is said to be in the barn, and one partner laces their fingers with the thumbs pointing down like udders while the other pretends to milk them. It has no effect on the rules.

Is it hard to learn how to play Euchre?

Not usually. Most guides call euchre easy to learn: the deck has only 24 cards and a hand is five tricks. The rule that trips beginners is the left bower, the Jack of the same color as trump, which counts as a trump instead of its own suit. Knowing when to make trump takes longer.

How long does an average game of Euchre take?

Roughly 20 to 25 minutes for a game to 10 points, based on published estimates. Because our game always sticks the dealer, every hand scores at least 1 point for somebody, so a game can never last more than 19 hands: 9 points each, one at a time, and then the winning hand.

Can you play Euchre with just three people?

Yes. Three-handed euchre, often called cutthroat, has whoever makes trump play alone against the other two, who team up for that hand only. Most versions score 1 point for three or four tricks, 3 for a march, and 2 to each defender for a euchre. Our game plays the standard four-player version.

What is a farmer's hand?

A farmer's hand is a hand of nothing but 9s and 10s. Under this house rule, the player can show it and either call for a redeal or swap three of those cards for the three face-down kitty cards, called going under. Definitions vary by table, and our game does not use the rule.

What is a benny in Euchre?

The Benny is a Joker added to the pack as the highest trump, above the right bower, in British euchre, which uses 25 cards. A 2 of spades sometimes stands in for it. If the Benny is the up-card, the dealer's team becomes the makers automatically, and the dealer names trump. Our game uses no Joker.

How many cards are in a Euchre deck?

A euchre deck has 24 cards: the 9, 10, Jack, Queen, King, and Ace of each suit. Each player gets 5, and the last 4 form the kitty. Some tables use bigger packs: 25 with a Joker in Britain, 28 with the 8s added, or 32 with the 7s and 8s, as in New Zealand.

What is stick the dealer in Euchre?

Stick the dealer means the dealer must name trump if the other three players pass in both rounds, so the hand is never thrown in and redealt. Many league and tournament rule sheets use it, while other tables redeal. Our game always sticks the dealer, which is why every hand is played out.

What does Euchre mean?

Euchre, pronounced YOO-ker, names a card game, and card players also use it as a verb: defenders who hold the makers under three tricks have euchred them and score 2 points. Outside cards, to euchre someone means to cheat or outwit them. Card historians trace the name to Jucker, an Alsatian game; dictionaries call its origin uncertain.

Play Euchre Online Free

Play free in your browser, with no download, alongside a computer partner against two computer opponents. Try the daily euchre challenge and see where your result ranks on that day's leaderboard. When a game ends, the Challenge button makes a link to a shared deal, so a friend can play it later and compare results. Or browse every card game we host.